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when you do a event.setDamage() it should change the DamageModifier.BASE to what you set it to.
Actual Behavior
when you do a event.setDamage() in a EntityDamageEvent it will do what seems to be ignoring all attack cooldown data / could be a race condition.
Example: If you do this and jump in lava, run into a cactus, or try to pvp a player... You will see it will do damage rapidly, ignoring the attack cooldown.
Steps to Reproduce
Create a EntityDamageEvent listener...
do a event.setDamage() anywhere in the event, and to any damage.
Find a lavapool, cactus, or player to pvp. and you will see the damage tick away rapidly. damage going per tick...
Debug information
Debug link:
Timings link (if relevant):
Crashdump, Backtrace or Other Files
Checklist:
[Doesnt Throw error...] I included a /debugpaste link
I made sure there aren't duplicates of this report (Use Search)
I made sure I am using an up-to-date version of Nukkit
I Made sure the bug/error is not caused by a plugin
The text was updated successfully, but these errors were encountered:
Expected Behavior
when you do a event.setDamage() it should change the DamageModifier.BASE to what you set it to.
Actual Behavior
when you do a event.setDamage() in a EntityDamageEvent it will do what seems to be ignoring all attack cooldown data / could be a race condition.
Example: If you do this and jump in lava, run into a cactus, or try to pvp a player... You will see it will do damage rapidly, ignoring the attack cooldown.
Steps to Reproduce
Debug information
Crashdump, Backtrace or Other Files
Checklist:
/debugpaste
linkThe text was updated successfully, but these errors were encountered: